Files
archived-pcsx2/pcsx2/GS/Renderers/Common/GSRenderer.cpp
2025-07-05 20:01:42 -05:00

1161 lines
36 KiB
C++

// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#include "ImGui/FullscreenUI.h"
#include "ImGui/ImGuiManager.h"
#include "GS/Renderers/Common/GSRenderer.h"
#include "GS/GSCapture.h"
#include "GS/GSDump.h"
#include "GS/GSGL.h"
#include "GS/GSPerfMon.h"
#include "GS/GSUtil.h"
#include "GSDumpReplayer.h"
#include "Host.h"
#include "PerformanceMetrics.h"
#include "pcsx2/Config.h"
#include "VMManager.h"
#include "common/FileSystem.h"
#include "common/Image.h"
#include "common/Path.h"
#include "common/StringUtil.h"
#include "common/Timer.h"
#include "fmt/format.h"
#include "IconsFontAwesome6.h"
#include <algorithm>
#include <array>
#include <deque>
#include <thread>
#include <mutex>
static void DumpGSPrivRegs(const GSPrivRegSet& r, const std::string& filename);
static constexpr std::array<PresentShader, 8> s_tv_shader_indices = {
PresentShader::COPY, PresentShader::SCANLINE,
PresentShader::DIAGONAL_FILTER, PresentShader::TRIANGULAR_FILTER,
PresentShader::COMPLEX_FILTER, PresentShader::LOTTES_FILTER,
PresentShader::SUPERSAMPLE_4xRGSS, PresentShader::SUPERSAMPLE_AUTO};
static std::deque<std::thread> s_screenshot_threads;
static std::mutex s_screenshot_threads_mutex;
std::unique_ptr<GSRenderer> g_gs_renderer;
// Since we read this on the EE thread, we can't put it in the renderer, because
// we might be switching while the other thread reads it.
static GSVector4 s_last_draw_rect;
// Last time we reset the renderer due to a GPU crash, if any.
static Common::Timer::Value s_last_gpu_reset_time;
// Screen alignment
static GSDisplayAlignment s_display_alignment = GSDisplayAlignment::Center;
GSRenderer::GSRenderer()
: m_shader_time_start(Common::Timer::GetCurrentValue())
{
s_last_draw_rect = GSVector4::zero();
}
GSRenderer::~GSRenderer() = default;
void GSRenderer::Reset(bool hardware_reset)
{
// Clear the current display texture.
if (hardware_reset)
g_gs_device->ClearCurrent();
GSState::Reset(hardware_reset);
}
void GSRenderer::Destroy()
{
GSCapture::EndCapture();
}
void GSRenderer::UpdateRenderFixes()
{
}
bool GSRenderer::Merge(int field)
{
GSVector2i fs(0, 0);
GSTexture* tex[3] = { nullptr, nullptr, nullptr };
float tex_scale[3] = { 0.0f, 0.0f, 0.0f };
int y_offset[3] = { 0, 0, 0 };
const bool feedback_merge = m_regs->EXTWRITE.WRITE == 1;
if (!PCRTCDisplays.PCRTCDisplays[0].enabled && !PCRTCDisplays.PCRTCDisplays[1].enabled)
{
m_real_size = GSVector2i(0, 0);
return false;
}
// Need to do this here, if the user has Anti-Blur enabled, these offsets can get wiped out/changed.
const bool game_deinterlacing = (m_regs->DISP[0].DISPFB.DBY != PCRTCDisplays.PCRTCDisplays[0].prevFramebufferReg.DBY) !=
(m_regs->DISP[1].DISPFB.DBY != PCRTCDisplays.PCRTCDisplays[1].prevFramebufferReg.DBY);
// Only need to check the right/bottom on software renderer, hardware always gets the full texture then cuts a bit out later.
if (PCRTCDisplays.FrameRectMatch() && !PCRTCDisplays.FrameWrap() && !feedback_merge)
{
tex[0] = GetOutput(-1, tex_scale[0], y_offset[0]);
tex[1] = tex[0]; // saves one texture fetch
y_offset[1] = y_offset[0];
tex_scale[1] = tex_scale[0];
}
else
{
if (PCRTCDisplays.PCRTCDisplays[0].enabled)
tex[0] = GetOutput(0, tex_scale[0], y_offset[0]);
if (PCRTCDisplays.PCRTCDisplays[1].enabled)
tex[1] = GetOutput(1, tex_scale[1], y_offset[1]);
if (feedback_merge)
tex[2] = GetFeedbackOutput(tex_scale[2]);
}
if (!tex[0] && !tex[1])
{
m_real_size = GSVector2i(0, 0);
// Clear out the MAD buffer as some remnants of the previously shown frame came be left over, causing a flash for one frame.
if (GSConfig.InterlaceMode == GSInterlaceMode::Automatic || GSConfig.InterlaceMode >= GSInterlaceMode::AdaptiveTFF)
{
GSTexture* mad_tex = g_gs_device->GetMAD();
if (mad_tex)
{
g_gs_device->ClearRenderTarget(mad_tex, 0);
mad_tex = nullptr;
}
}
return false;
}
s_n++;
GSVector4 src_gs_read[2];
GSVector4 dst[3];
// Use offset for bob deinterlacing always, extra offset added later for FFMD mode.
const bool scanmask_frame = m_scanmask_used && abs(PCRTCDisplays.PCRTCDisplays[0].displayRect.y - PCRTCDisplays.PCRTCDisplays[1].displayRect.y) != 1;
int field2 = 0;
int mode = 3; // If the game is manually deinterlacing then we need to bob (if we want to get away with no deinterlacing).
bool is_bob = GSConfig.InterlaceMode == GSInterlaceMode::BobTFF || GSConfig.InterlaceMode == GSInterlaceMode::BobBFF;
// FFMD (half frames) requires blend deinterlacing, so automatically use that. Same when SCANMSK is used but not blended in the merge circuit (Alpine Racer 3).
if (GSConfig.InterlaceMode != GSInterlaceMode::Automatic || (!m_regs->SMODE2.FFMD && !scanmask_frame))
{
// If the game is offsetting each frame itself and we're using full height buffers, we can offset this with Bob.
if (game_deinterlacing && !scanmask_frame && GSConfig.InterlaceMode == GSInterlaceMode::Automatic)
{
mode = 1; // Bob.
is_bob = true;
}
else
{
field2 = ((static_cast<int>(GSConfig.InterlaceMode) - 2) & 1);
mode = ((static_cast<int>(GSConfig.InterlaceMode) - 2) >> 1);
}
}
for (int i = 0; i < 2; i++)
{
const GSPCRTCRegs::PCRTCDisplay& curCircuit = PCRTCDisplays.PCRTCDisplays[i];
if (!curCircuit.enabled || !tex[i])
continue;
const GSVector4 scale = GSVector4(tex_scale[i]);
// dst is the final destination rect with offset on the screen.
dst[i] = scale * GSVector4(curCircuit.displayRect);
// src_gs_read is the size which we're really reading from GS memory.
src_gs_read[i] = ((GSVector4(curCircuit.framebufferRect) + GSVector4(0, y_offset[i], 0, y_offset[i])) * scale) / GSVector4(tex[i]->GetSize()).xyxy();
float interlace_offset = 0.0f;
if (isReallyInterlaced() && m_regs->SMODE2.FFMD && !is_bob && !GSConfig.DisableInterlaceOffset && GSConfig.InterlaceMode != GSInterlaceMode::Off)
{
interlace_offset = (scale.y) * static_cast<float>(field ^ field2);
}
// Scanmask frame offsets. It's gross, I'm sorry but it sucks.
if (m_scanmask_used)
{
int displayIntOffset = PCRTCDisplays.PCRTCDisplays[i].displayRect.y - PCRTCDisplays.PCRTCDisplays[1 - i].displayRect.y;
if (displayIntOffset > 0)
{
displayIntOffset &= 1;
dst[i].y -= displayIntOffset * scale.y;
dst[i].w -= displayIntOffset * scale.y;
interlace_offset += displayIntOffset;
}
}
dst[i] += GSVector4(0.0f, interlace_offset, 0.0f, interlace_offset);
}
if (feedback_merge && tex[2])
{
const GSVector4 scale = GSVector4(tex_scale[2]);
GSVector4i feedback_rect;
feedback_rect.left = m_regs->EXTBUF.WDX;
feedback_rect.right = feedback_rect.left + ((m_regs->EXTDATA.WW + 1) / ((m_regs->EXTDATA.SMPH - m_regs->DISP[m_regs->EXTBUF.FBIN].DISPLAY.MAGH) + 1));
feedback_rect.top = m_regs->EXTBUF.WDY;
feedback_rect.bottom = ((m_regs->EXTDATA.WH + 1) * (2 - m_regs->EXTBUF.WFFMD)) / ((m_regs->EXTDATA.SMPV - m_regs->DISP[m_regs->EXTBUF.FBIN].DISPLAY.MAGV) + 1);
dst[2] = GSVector4(scale * GSVector4(feedback_rect.rsize()));
}
const GSVector2i resolution = PCRTCDisplays.GetResolution();
fs = GSVector2i(static_cast<int>(static_cast<float>(resolution.x) * GetUpscaleMultiplier()),
static_cast<int>(static_cast<float>(resolution.y) * GetUpscaleMultiplier()));
m_real_size = GSVector2i(fs.x, fs.y);
if ((tex[0] == tex[1]) && (src_gs_read[0] == src_gs_read[1]).alltrue() && (dst[0] == dst[1]).alltrue() &&
(PCRTCDisplays.PCRTCDisplays[0].displayRect == PCRTCDisplays.PCRTCDisplays[1].displayRect).alltrue() &&
(PCRTCDisplays.PCRTCDisplays[0].framebufferRect == PCRTCDisplays.PCRTCDisplays[1].framebufferRect).alltrue() &&
!feedback_merge && !m_regs->PMODE.SLBG)
{
// the two outputs are identical, skip drawing one of them (the one that is alpha blended)
tex[0] = nullptr;
}
const u32 c = (m_regs->BGCOLOR.U32[0] & 0x00FFFFFFu) | (m_regs->PMODE.ALP << 24);
g_gs_device->Merge(tex, src_gs_read, dst, fs, m_regs->PMODE, m_regs->EXTBUF, c);
if (isReallyInterlaced() && GSConfig.InterlaceMode != GSInterlaceMode::Off)
{
const float offset = is_bob ? (tex[1] ? tex_scale[1] : tex_scale[0]) : 0.0f;
g_gs_device->Interlace(fs, field ^ field2, mode, offset);
}
if (GSConfig.ShadeBoost)
g_gs_device->ShadeBoost();
if (GSConfig.FXAA)
g_gs_device->FXAA();
// Sharpens biinear at lower resolutions, almost nearest but with more uniform pixels.
if (GSConfig.LinearPresent == GSPostBilinearMode::BilinearSharp && (g_gs_device->GetWindowWidth() > fs.x || g_gs_device->GetWindowHeight() > fs.y))
{
g_gs_device->Resize(g_gs_device->GetWindowWidth(), g_gs_device->GetWindowHeight());
}
if (m_scanmask_used)
m_scanmask_used--;
return true;
}
GSVector2i GSRenderer::GetInternalResolution()
{
return m_real_size;
}
float GSRenderer::GetModXYOffset()
{
if (GSConfig.UserHacks_HalfPixelOffset == GSHalfPixelOffset::Normal)
{
float mod_xy = GetUpscaleMultiplier();
const int rounded_mod_xy = static_cast<int>(std::round(mod_xy));
if (rounded_mod_xy > 1)
{
if (!(rounded_mod_xy & 1))
return mod_xy += 0.2f;
else if (!(rounded_mod_xy & 2))
return mod_xy += 0.3f;
else
return mod_xy += 0.1f;
}
}
return 0.0f;
}
static float GetCurrentAspectRatioFloat(bool is_progressive)
{
switch (GSConfig.AspectRatio)
{
default:
// We don't know the AR of the display here, nor we care about it
case AspectRatioType::Stretch:
case AspectRatioType::RAuto4_3_3_2:
if (EmuConfig.CurrentCustomAspectRatio > 0.f)
return EmuConfig.CurrentCustomAspectRatio;
else if (is_progressive)
return 3.0f / 2.0f;
else
return 4.0f / 3.0f;
case AspectRatioType::R4_3:
return 4.0f / 3.0f;
case AspectRatioType::R16_9:
return 16.0f / 9.0f;
case AspectRatioType::R10_7:
return 10.0f / 7.0f;
}
}
static GSVector4 CalculateDrawDstRect(s32 window_width, s32 window_height, const GSVector4i& src_rect, const GSVector2i& src_size, GSDisplayAlignment alignment, bool flip_y, bool is_progressive)
{
const float f_width = static_cast<float>(window_width);
const float f_height = static_cast<float>(window_height);
const float clientAr = f_width / f_height;
float targetAr = clientAr;
if (EmuConfig.CurrentAspectRatio == AspectRatioType::RAuto4_3_3_2)
{
if (is_progressive)
targetAr = 3.0f / 2.0f;
else
targetAr = 4.0f / 3.0f;
// Fall back on the custom aspect ratio set by patches (e.g. 16:9, 21:9)
if (EmuConfig.CurrentCustomAspectRatio > 0.f)
targetAr = EmuConfig.CurrentCustomAspectRatio;
}
else if (EmuConfig.CurrentAspectRatio == AspectRatioType::R4_3)
{
targetAr = 4.0f / 3.0f;
}
else if (EmuConfig.CurrentAspectRatio == AspectRatioType::R16_9)
{
targetAr = 16.0f / 9.0f;
}
else if (EmuConfig.CurrentAspectRatio == AspectRatioType::R10_7)
{
targetAr = 10.0f / 7.0f;
}
const float crop_adjust = (static_cast<float>(src_rect.width()) / static_cast<float>(src_size.x)) /
(static_cast<float>(src_rect.height()) / static_cast<float>(src_size.y));
const double arr = (targetAr * crop_adjust) / clientAr;
float target_width = f_width;
float target_height = f_height;
if (arr < 1)
target_width = std::floor(f_width * arr + 0.5f);
else if (arr > 1)
target_height = std::floor(f_height / arr + 0.5f);
target_height *= GSConfig.StretchY / 100.0f;
if (GSConfig.IntegerScaling)
{
// make target width/height an integer multiple of the texture width/height
float t_width = static_cast<double>(src_rect.width());
float t_height = static_cast<double>(src_rect.height());
// If using Bilinear (Shape) the image will be prescaled to larger than the window, so we need to unscale it.
if (GSConfig.LinearPresent == GSPostBilinearMode::BilinearSharp && src_rect.width() > 0 && src_rect.height() > 0)
{
const GSVector2i resolution = g_gs_renderer->PCRTCDisplays.GetResolution();
const GSVector2i fs = GSVector2i(static_cast<int>(static_cast<float>(resolution.x) * g_gs_renderer->GetUpscaleMultiplier()),
static_cast<int>(static_cast<float>(resolution.y) * g_gs_renderer->GetUpscaleMultiplier()));
if (g_gs_device->GetWindowWidth() > fs.x || g_gs_device->GetWindowHeight() > fs.y)
{
t_width *= static_cast<float>(fs.x) / src_rect.width();
t_height *= static_cast<float>(fs.y) / src_rect.height();
}
}
float scale;
if ((t_width / t_height) >= 1.0)
scale = target_width / t_width;
else
scale = target_height / t_height;
if (scale > 1.0)
{
const float adjust = std::floor(scale) / scale;
target_width = target_width * adjust;
target_height = target_height * adjust;
}
}
float target_x, target_y;
if (target_width >= f_width)
{
target_x = -((target_width - f_width) * 0.5f);
}
else
{
switch (alignment)
{
case GSDisplayAlignment::Center:
target_x = (f_width - target_width) * 0.5f;
break;
case GSDisplayAlignment::RightOrBottom:
target_x = (f_width - target_width);
break;
case GSDisplayAlignment::LeftOrTop:
default:
target_x = 0.0f;
break;
}
}
if (target_height >= f_height)
{
target_y = -((target_height - f_height) * 0.5f);
}
else
{
switch (alignment)
{
case GSDisplayAlignment::Center:
target_y = (f_height - target_height) * 0.5f;
break;
case GSDisplayAlignment::RightOrBottom:
target_y = (f_height - target_height);
break;
case GSDisplayAlignment::LeftOrTop:
default:
target_y = 0.0f;
break;
}
}
GSVector4 ret(target_x, target_y, target_x + target_width, target_y + target_height);
if (flip_y)
{
const float height = ret.w - ret.y;
ret.y = static_cast<float>(window_height) - ret.w;
ret.w = ret.y + height;
}
return ret;
}
static GSVector4i CalculateDrawSrcRect(const GSTexture* src, const GSVector2i real_size)
{
const GSVector2i size(src->GetSize());
const GSVector2 scale = GSVector2(size.x, size.y) / GSVector2(real_size.x, real_size.y).max(GSVector2(0.1f, 0.1f));
const float upscale = GSIsHardwareRenderer() ? GSConfig.UpscaleMultiplier : 1;
const int left = static_cast<int>(static_cast<float>(GSConfig.Crop[0] * scale.x) * upscale);
const int top = static_cast<int>(static_cast<float>(GSConfig.Crop[1] * scale.y) * upscale);
const int right = size.x - static_cast<int>(static_cast<float>(GSConfig.Crop[2] * scale.x) * upscale);
const int bottom = size.y - static_cast<int>(static_cast<float>(GSConfig.Crop[3] * scale.y) * upscale);
return GSVector4i(left, top, right, bottom);
}
static const char* GetScreenshotSuffix()
{
static constexpr const char* suffixes[static_cast<u8>(GSScreenshotFormat::Count)] = {
"png", "jpg", "webp"};
return suffixes[static_cast<u8>(GSConfig.ScreenshotFormat)];
}
static void CompressAndWriteScreenshot(std::string filename, u32 width, u32 height, std::vector<u32> pixels)
{
RGBA8Image image;
image.SetPixels(width, height, std::move(pixels));
std::string key(fmt::format("GSScreenshot_{}", filename));
if (!GSDumpReplayer::IsRunner())
{
Host::AddIconOSDMessage(key, ICON_FA_CAMERA,
fmt::format(TRANSLATE_FS("GS", "Saving screenshot to '{}'."), Path::GetFileName(filename)), 60.0f);
}
// maybe std::async would be better here.. but it's definitely worth threading, large screenshots take a while to compress.
std::unique_lock lock(s_screenshot_threads_mutex);
s_screenshot_threads.emplace_back([key = std::move(key), filename = std::move(filename), image = std::move(image),
quality = GSConfig.ScreenshotQuality]() {
if (image.SaveToFile(filename.c_str(), quality))
{
if (!GSDumpReplayer::IsRunner())
{
Host::AddIconOSDMessage(std::move(key), ICON_FA_CAMERA,
fmt::format(TRANSLATE_FS("GS", "Saved screenshot to '{}'."), Path::GetFileName(filename)),
Host::OSD_INFO_DURATION);
}
}
else
{
Host::AddIconOSDMessage(std::move(key), ICON_FA_CAMERA,
fmt::format(TRANSLATE_FS("GS", "Failed to save screenshot to '{}'."), Path::GetFileName(filename),
Host::OSD_ERROR_DURATION));
}
// remove ourselves from the list, if the GS thread is waiting for us, we won't be in there
const auto this_id = std::this_thread::get_id();
std::unique_lock lock(s_screenshot_threads_mutex);
for (auto it = s_screenshot_threads.begin(); it != s_screenshot_threads.end(); ++it)
{
if (it->get_id() == this_id)
{
it->detach();
s_screenshot_threads.erase(it);
break;
}
}
});
}
void GSJoinSnapshotThreads()
{
std::unique_lock lock(s_screenshot_threads_mutex);
while (!s_screenshot_threads.empty())
{
std::thread save_thread(std::move(s_screenshot_threads.front()));
s_screenshot_threads.pop_front();
lock.unlock();
save_thread.join();
lock.lock();
}
}
bool GSRenderer::BeginPresentFrame(bool frame_skip)
{
Host::BeginPresentFrame();
const GSDevice::PresentResult res = g_gs_device->BeginPresent(frame_skip);
if (res == GSDevice::PresentResult::FrameSkipped)
{
// If we're skipping a frame, we need to reset imgui's state, since
// we won't be calling EndPresentFrame().
ImGuiManager::SkipFrame();
return false;
}
else if (res == GSDevice::PresentResult::OK)
{
// All good!
return true;
}
// If we're constantly crashing on something in particular, we don't want to end up in an
// endless reset loop.. that'd probably end up leaking memory and/or crashing us for other
// reasons. So just abort in such case.
const Common::Timer::Value current_time = Common::Timer::GetCurrentValue();
if (s_last_gpu_reset_time != 0 &&
Common::Timer::ConvertValueToSeconds(current_time - s_last_gpu_reset_time) < 15.0f)
{
pxFailRel("Host GPU lost too many times, device is probably completely wedged.");
}
s_last_gpu_reset_time = current_time;
// Device lost, something went really bad.
// Let's just toss out everything, and try to hobble on.
if (!GSreopen(true, false, GSGetCurrentRenderer(), std::nullopt))
{
pxFailRel("Failed to recreate GS device after loss.");
return false;
}
// First frame after reopening is definitely going to be trash, so skip it.
Host::AddIconOSDMessage("GSDeviceLost", ICON_FA_TRIANGLE_EXCLAMATION,
TRANSLATE_SV("GS", "Host GPU device encountered an error and was recovered. This may have broken rendering."),
Host::OSD_CRITICAL_ERROR_DURATION);
return false;
}
void GSRenderer::EndPresentFrame()
{
if (GSDumpReplayer::IsReplayingDump())
GSDumpReplayer::RenderUI();
FullscreenUI::Render();
ImGuiManager::RenderOSD();
g_gs_device->EndPresent();
ImGuiManager::NewFrame();
}
void GSRenderer::VSync(u32 field, bool registers_written, bool idle_frame)
{
if (GSConfig.SaveInfo && GSConfig.ShouldDump(s_n, g_perfmon.GetFrame()))
{
DumpGSPrivRegs(*m_regs, GetDrawDumpPath("%05d_f%05lld_vsync_gs_reg.txt", s_n, g_perfmon.GetFrame()));
}
const int fb_sprite_blits = g_perfmon.GetDisplayFramebufferSpriteBlits();
const bool fb_sprite_frame = (fb_sprite_blits > 0);
bool skip_frame = false;
if (GSConfig.SkipDuplicateFrames && !GSCapture::IsCapturingVideo())
{
bool is_unique_frame;
switch (PerformanceMetrics::GetInternalFPSMethod())
{
case PerformanceMetrics::InternalFPSMethod::GSPrivilegedRegister:
is_unique_frame = registers_written;
break;
case PerformanceMetrics::InternalFPSMethod::DISPFBBlit:
is_unique_frame = fb_sprite_frame;
break;
default:
is_unique_frame = true;
break;
}
if (!is_unique_frame && m_skipped_duplicate_frames < MAX_SKIPPED_DUPLICATE_FRAMES)
{
m_skipped_duplicate_frames++;
skip_frame = true;
}
else
{
m_skipped_duplicate_frames = 0;
}
}
const bool blank_frame = !Merge(field);
m_last_draw_n = s_n;
m_last_transfer_n = s_transfer_n;
// Skip presentation when running uncapped while vsync is on.
if (skip_frame || g_gs_device->ShouldSkipPresentingFrame())
{
if (BeginPresentFrame(true))
EndPresentFrame();
PerformanceMetrics::Update(registers_written, fb_sprite_frame, skip_frame);
}
else
{
if (!idle_frame)
g_gs_device->AgePool();
g_perfmon.EndFrame(idle_frame);
if ((g_perfmon.GetFrame() & 0x1f) == 0)
g_perfmon.Update();
// Little bit ugly, but we can't do CAS inside the render pass.
GSVector4i src_rect;
GSVector4 src_uv, draw_rect;
GSTexture* current = g_gs_device->GetCurrent();
if (current && !blank_frame)
{
src_rect = CalculateDrawSrcRect(current, m_real_size);
src_uv = GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy();
draw_rect = CalculateDrawDstRect(g_gs_device->GetWindowWidth(), g_gs_device->GetWindowHeight(),
src_rect, current->GetSize(), s_display_alignment, g_gs_device->UsesLowerLeftOrigin(),
GetVideoMode() == GSVideoMode::SDTV_480P);
s_last_draw_rect = draw_rect;
if (GSConfig.CASMode != GSCASMode::Disabled)
{
static bool cas_log_once = false;
if (g_gs_device->Features().cas_sharpening)
{
// sharpen only if the IR is higher than the display resolution
const bool sharpen_only = (GSConfig.CASMode == GSCASMode::SharpenOnly ||
(current->GetWidth() > g_gs_device->GetWindowWidth() &&
current->GetHeight() > g_gs_device->GetWindowHeight()));
g_gs_device->CAS(current, src_rect, src_uv, draw_rect, sharpen_only);
}
else if (!cas_log_once)
{
Host::AddIconOSDMessage("CASUnsupported", ICON_FA_TRIANGLE_EXCLAMATION,
TRANSLATE_SV("GS", "CAS is not available, your graphics driver does not support the required functionality."),
10.0f);
cas_log_once = true;
}
}
}
if (BeginPresentFrame(false))
{
if (current && !blank_frame)
{
const u64 current_time = Common::Timer::GetCurrentValue();
const float shader_time = static_cast<float>(Common::Timer::ConvertValueToSeconds(current_time - m_shader_time_start));
g_gs_device->PresentRect(current, src_uv, nullptr, draw_rect,
s_tv_shader_indices[GSConfig.TVShader], shader_time, GSConfig.LinearPresent != GSPostBilinearMode::Off);
}
EndPresentFrame();
if (GSConfig.OsdShowGPU)
PerformanceMetrics::OnGPUPresent(g_gs_device->GetAndResetAccumulatedGPUTime());
}
PerformanceMetrics::Update(registers_written, fb_sprite_frame, false);
}
// snapshot
if (!m_snapshot.empty())
{
u32 screenshot_width, screenshot_height;
std::vector<u32> screenshot_pixels;
if (!m_dump && m_dump_frames > 0)
{
if (GSConfig.UserHacks_ReadTCOnClose)
ReadbackTextureCache();
freezeData fd = {0, nullptr};
Freeze(&fd, true);
fd.data = new u8[fd.size];
Freeze(&fd, false);
// keep the screenshot relatively small so we don't bloat the dump
static constexpr u32 DUMP_SCREENSHOT_WIDTH = 640;
static constexpr u32 DUMP_SCREENSHOT_HEIGHT = 480;
SaveSnapshotToMemory(DUMP_SCREENSHOT_WIDTH, DUMP_SCREENSHOT_HEIGHT, true, false,
&screenshot_width, &screenshot_height, &screenshot_pixels);
std::string_view compression_str;
if (GSConfig.GSDumpCompression == GSDumpCompressionMethod::Uncompressed)
{
m_dump = GSDumpBase::CreateUncompressedDump(m_snapshot, VMManager::GetDiscSerial(),
VMManager::GetDiscCRC(), screenshot_width, screenshot_height,
screenshot_pixels.empty() ? nullptr : screenshot_pixels.data(), fd, m_regs);
compression_str = TRANSLATE_SV("GS", "with no compression");
}
else if (GSConfig.GSDumpCompression == GSDumpCompressionMethod::LZMA)
{
m_dump = GSDumpBase::CreateXzDump(m_snapshot, VMManager::GetDiscSerial(),
VMManager::GetDiscCRC(), screenshot_width, screenshot_height,
screenshot_pixels.empty() ? nullptr : screenshot_pixels.data(), fd, m_regs);
compression_str = TRANSLATE_SV("GS", "with LZMA compression");
}
else
{
m_dump = GSDumpBase::CreateZstDump(m_snapshot, VMManager::GetDiscSerial(),
VMManager::GetDiscCRC(), screenshot_width, screenshot_height,
screenshot_pixels.empty() ? nullptr : screenshot_pixels.data(), fd, m_regs);
compression_str = TRANSLATE_SV("GS", "with Zstandard compression");
}
delete[] fd.data;
Host::AddKeyedOSDMessage("GSDump",
fmt::format(TRANSLATE_FS("GS", "Saving {0} GS dump {1} to '{2}'"),
(m_dump_frames == 1) ? TRANSLATE_SV("GS", "single frame") : TRANSLATE_SV("GS", "multi-frame"), compression_str,
Path::GetFileName(m_dump->GetPath())),
Host::OSD_INFO_DURATION);
}
const bool internal_resolution = (GSConfig.ScreenshotSize >= GSScreenshotSize::InternalResolution);
const bool aspect_correct = (GSConfig.ScreenshotSize != GSScreenshotSize::InternalResolutionUncorrected);
if (g_gs_device->GetCurrent() && SaveSnapshotToMemory(
internal_resolution ? 0 : g_gs_device->GetWindowWidth(),
internal_resolution ? 0 : g_gs_device->GetWindowHeight(),
aspect_correct, true,
&screenshot_width, &screenshot_height, &screenshot_pixels))
{
CompressAndWriteScreenshot(fmt::format("{}.{}", m_snapshot, GetScreenshotSuffix()),
screenshot_width, screenshot_height, std::move(screenshot_pixels));
}
else
{
Host::AddIconOSDMessage("GSScreenshot", ICON_FA_CAMERA,
TRANSLATE_SV("GS", "Failed to render/download screenshot."), Host::OSD_ERROR_DURATION);
}
m_snapshot = {};
}
else if (m_dump)
{
const bool last = (m_dump_frames == 0);
if (m_dump->VSync(field, last, m_regs))
{
Host::AddKeyedOSDMessage("GSDump",
fmt::format(TRANSLATE_FS("GS", "Saved GS dump to '{}'."), Path::GetFileName(m_dump->GetPath())),
Host::OSD_INFO_DURATION);
m_dump.reset();
}
else if (!last)
{
m_dump_frames--;
}
}
// capture
if (GSCapture::IsCapturingVideo())
{
const GSVector2i size = GSCapture::GetSize();
if (GSTexture* current = g_gs_device->GetCurrent())
{
// TODO: Maybe avoid this copy in the future? We can use swscale to fix it up on the dumping thread..
if (current->GetSize() != size)
{
GSTexture* temp = g_gs_device->CreateRenderTarget(size.x, size.y, GSTexture::Format::Color, false);
if (temp)
{
g_gs_device->StretchRect(current, temp, GSVector4(0, 0, size.x, size.y));
GSCapture::DeliverVideoFrame(temp);
g_gs_device->Recycle(temp);
}
}
else
{
GSCapture::DeliverVideoFrame(current);
}
}
else
{
// Bit janky, but unless we want to make variable frame rate files, we need to deliver *a* frame to
// the video file, so just grab a blank RT.
GSTexture* temp = g_gs_device->CreateRenderTarget(size.x, size.y, GSTexture::Format::Color, true);
if (temp)
{
GSCapture::DeliverVideoFrame(temp);
g_gs_device->Recycle(temp);
}
}
}
}
void GSRenderer::QueueSnapshot(const std::string& path, u32 gsdump_frames)
{
if (!m_snapshot.empty())
return;
// Allows for providing a complete path
if (path.size() > 4 && StringUtil::EndsWithNoCase(path, ".png"))
{
m_snapshot = path.substr(0, path.size() - 4);
}
else
{
m_snapshot = GSGetBaseSnapshotFilename();
}
// this is really gross, but wx we get the snapshot request after shift...
m_dump_frames = gsdump_frames;
}
static std::string GSGetBaseFilename()
{
std::string filename;
// append the game serial and title
if (std::string name(VMManager::GetTitle(true)); !name.empty())
{
Path::SanitizeFileName(&name);
if (name.length() > 219)
name.resize(219);
filename += name;
}
if (std::string serial = VMManager::GetDiscSerial(); !serial.empty())
{
Path::SanitizeFileName(&serial);
filename += '_';
filename += serial;
}
const time_t cur_time = time(nullptr);
char local_time[16];
if (strftime(local_time, sizeof(local_time), "%Y%m%d%H%M%S", localtime(&cur_time)))
{
static time_t prev_snap;
// The variable 'n' is used for labelling the screenshots when multiple screenshots are taken in
// a single second, we'll start using this variable for naming when a second screenshot request is detected
// at the same time as the first one. Hence, we're initially setting this counter to 2 to imply that
// the captured image is the 2nd image captured at this specific time.
static int n = 2;
filename += '_';
if (cur_time == prev_snap)
filename += fmt::format("{0}_({1})", local_time, n++);
else
{
n = 2;
filename += fmt::format("{}", local_time);
}
prev_snap = cur_time;
}
return filename;
}
std::string GSGetBaseSnapshotFilename()
{
// prepend snapshots directory
return Path::Combine(EmuFolders::Snapshots, GSGetBaseFilename());
}
std::string GSGetBaseVideoFilename()
{
// prepend video directory
return Path::Combine(EmuFolders::Videos, GSGetBaseFilename());
}
void GSRenderer::StopGSDump()
{
m_snapshot = {};
m_dump_frames = 0;
}
void GSRenderer::PresentCurrentFrame()
{
if (BeginPresentFrame(false))
{
GSTexture* current = g_gs_device->GetCurrent();
if (current)
{
const GSVector4i src_rect(CalculateDrawSrcRect(current, m_real_size));
const GSVector4 src_uv(GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy());
const GSVector4 draw_rect(CalculateDrawDstRect(g_gs_device->GetWindowWidth(), g_gs_device->GetWindowHeight(),
src_rect, current->GetSize(), s_display_alignment, g_gs_device->UsesLowerLeftOrigin(),
GetVideoMode() == GSVideoMode::SDTV_480P));
s_last_draw_rect = draw_rect;
const u64 current_time = Common::Timer::GetCurrentValue();
const float shader_time = static_cast<float>(Common::Timer::ConvertValueToSeconds(current_time - m_shader_time_start));
g_gs_device->PresentRect(current, src_uv, nullptr, draw_rect,
s_tv_shader_indices[GSConfig.TVShader], shader_time, GSConfig.LinearPresent != GSPostBilinearMode::Off);
}
EndPresentFrame();
}
}
void GSTranslateWindowToDisplayCoordinates(float window_x, float window_y, float* display_x, float* display_y)
{
const float draw_width = s_last_draw_rect.z - s_last_draw_rect.x;
const float draw_height = s_last_draw_rect.w - s_last_draw_rect.y;
const float rel_x = window_x - s_last_draw_rect.x;
const float rel_y = window_y - s_last_draw_rect.y;
if (rel_x < 0 || rel_x > draw_width || rel_y < 0 || rel_y > draw_height)
{
*display_x = -1.0f;
*display_y = -1.0f;
return;
}
*display_x = rel_x / draw_width;
*display_y = rel_y / draw_height;
}
void GSSetDisplayAlignment(GSDisplayAlignment alignment)
{
s_display_alignment = alignment;
}
bool GSRenderer::BeginCapture(std::string filename, const GSVector2i& size)
{
const GSVector2i capture_resolution = (size.x != 0 && size.y != 0) ?
size :
(GSConfig.VideoCaptureAutoResolution ?
GetInternalResolution() :
GSVector2i(GSConfig.VideoCaptureWidth, GSConfig.VideoCaptureHeight));
return GSCapture::BeginCapture(GetTvRefreshRate(), capture_resolution,
GetCurrentAspectRatioFloat(GetVideoMode() == GSVideoMode::SDTV_480P),
std::move(filename));
}
void GSRenderer::EndCapture()
{
GSCapture::EndCapture();
}
GSTexture* GSRenderer::LookupPaletteSource(u32 CBP, u32 CPSM, u32 CBW, GSVector2i& offset, float* scale, const GSVector2i& size)
{
return nullptr;
}
bool GSRenderer::IsIdleFrame() const
{
return (m_last_draw_n == s_n && m_last_transfer_n == s_transfer_n);
}
bool GSRenderer::SaveSnapshotToMemory(u32 window_width, u32 window_height, bool apply_aspect, bool crop_borders,
u32* width, u32* height, std::vector<u32>* pixels)
{
GSTexture* const current = g_gs_device->GetCurrent();
if (!current)
{
*width = 0;
*height = 0;
pixels->clear();
return false;
}
const GSVector4i src_rect(CalculateDrawSrcRect(current, m_real_size));
const GSVector4 src_uv(GSVector4(src_rect) / GSVector4(current->GetSize()).xyxy());
const bool is_progressive = (GetVideoMode() == GSVideoMode::SDTV_480P);
GSVector4 draw_rect;
if (window_width == 0 || window_height == 0)
{
if (apply_aspect)
{
// use internal resolution of the texture
const float aspect = GetCurrentAspectRatioFloat(is_progressive);
const int tex_width = current->GetWidth();
const int tex_height = current->GetHeight();
// expand to the larger dimension
const float tex_aspect = static_cast<float>(tex_width) / static_cast<float>(tex_height);
if (tex_aspect >= aspect)
draw_rect = GSVector4(0.0f, 0.0f, static_cast<float>(tex_width), static_cast<float>(tex_width) / aspect);
else
draw_rect = GSVector4(0.0f, 0.0f, static_cast<float>(tex_height) * aspect, static_cast<float>(tex_height));
}
else
{
// uncorrected aspect is only available at internal resolution
draw_rect = GSVector4(0.0f, 0.0f, static_cast<float>(current->GetWidth()), static_cast<float>(current->GetHeight()));
}
}
else
{
draw_rect = CalculateDrawDstRect(window_width, window_height, src_rect, current->GetSize(),
GSDisplayAlignment::LeftOrTop, false, is_progressive);
}
const u32 draw_width = static_cast<u32>(draw_rect.z - draw_rect.x);
const u32 draw_height = static_cast<u32>(draw_rect.w - draw_rect.y);
const u32 image_width = crop_borders ? draw_width : std::max(draw_width, window_width);
const u32 image_height = crop_borders ? draw_height : std::max(draw_height, window_height);
// We're not expecting screenshots to be fast, so just allocate a download texture on demand.
GSTexture* rt = g_gs_device->CreateRenderTarget(draw_width, draw_height, GSTexture::Format::Color, false);
if (rt)
{
std::unique_ptr<GSDownloadTexture> dl(g_gs_device->CreateDownloadTexture(draw_width, draw_height, GSTexture::Format::Color));
if (dl)
{
const GSVector4i rc(0, 0, draw_width, draw_height);
g_gs_device->StretchRect(current, src_uv, rt, GSVector4(rc), ShaderConvert::TRANSPARENCY_FILTER);
dl->CopyFromTexture(rc, rt, rc, 0);
dl->Flush();
if (dl->Map(rc))
{
const u32 pad_x = (image_width - draw_width) / 2;
const u32 pad_y = (image_height - draw_height) / 2;
pixels->clear();
pixels->resize(image_width * image_height, 0);
*width = image_width;
*height = image_height;
StringUtil::StrideMemCpy(pixels->data() + pad_y * image_width + pad_x, image_width * sizeof(u32), dl->GetMapPointer(),
dl->GetMapPitch(), draw_width * sizeof(u32), draw_height);
g_gs_device->Recycle(rt);
return true;
}
}
g_gs_device->Recycle(rt);
}
*width = 0;
*height = 0;
pixels->clear();
return false;
}
void DumpGSPrivRegs(const GSPrivRegSet& r, const std::string& filename)
{
auto fp = FileSystem::OpenManagedCFile(filename.c_str(), "wt");
if (!fp)
return;
for (int i = 0; i < 2; i++)
{
if (i == 0 && !r.PMODE.EN1)
continue;
if (i == 1 && !r.PMODE.EN2)
continue;
std::fprintf(fp.get(), "DISPFB[%d] BP=%05x BW=%u PSM=%u DBX=%u DBY=%u\n",
i,
r.DISP[i].DISPFB.Block(),
r.DISP[i].DISPFB.FBW,
r.DISP[i].DISPFB.PSM,
r.DISP[i].DISPFB.DBX,
r.DISP[i].DISPFB.DBY);
std::fprintf(fp.get(), "DISPLAY[%d] DX=%u DY=%u DW=%u DH=%u MAGH=%u MAGV=%u\n",
i,
r.DISP[i].DISPLAY.DX,
r.DISP[i].DISPLAY.DY,
r.DISP[i].DISPLAY.DW,
r.DISP[i].DISPLAY.DH,
r.DISP[i].DISPLAY.MAGH,
r.DISP[i].DISPLAY.MAGV);
}
std::fprintf(fp.get(), "PMODE EN1=%u EN2=%u CRTMD=%u MMOD=%u AMOD=%u SLBG=%u ALP=%u\n",
r.PMODE.EN1,
r.PMODE.EN2,
r.PMODE.CRTMD,
r.PMODE.MMOD,
r.PMODE.AMOD,
r.PMODE.SLBG,
r.PMODE.ALP);
std::fprintf(fp.get(), "SMODE1 CLKSEL=%u CMOD=%u EX=%u GCONT=%u LC=%u NVCK=%u PCK2=%u PEHS=%u PEVS=%u PHS=%u PRST=%u PVS=%u RC=%u SINT=%u SLCK=%u SLCK2=%u SPML=%u T1248=%u VCKSEL=%u VHP=%u XPCK=%u\n",
r.SMODE1.CLKSEL,
r.SMODE1.CMOD,
r.SMODE1.EX,
r.SMODE1.GCONT,
r.SMODE1.LC,
r.SMODE1.NVCK,
r.SMODE1.PCK2,
r.SMODE1.PEHS,
r.SMODE1.PEVS,
r.SMODE1.PHS,
r.SMODE1.PRST,
r.SMODE1.PVS,
r.SMODE1.RC,
r.SMODE1.SINT,
r.SMODE1.SLCK,
r.SMODE1.SLCK2,
r.SMODE1.SPML,
r.SMODE1.T1248,
r.SMODE1.VCKSEL,
r.SMODE1.VHP,
r.SMODE1.XPCK);
std::fprintf(fp.get(), "SMODE2 INT=%u FFMD=%u DPMS=%u\n",
r.SMODE2.INT,
r.SMODE2.FFMD,
r.SMODE2.DPMS);
std::fprintf(fp.get(), "SRFSH %08x_%08x\n",
r.SRFSH.U32[0],
r.SRFSH.U32[1]);
std::fprintf(fp.get(), "SYNCH1 %08x_%08x\n",
r.SYNCH1.U32[0],
r.SYNCH1.U32[1]);
std::fprintf(fp.get(), "SYNCH2 %08x_%08x\n",
r.SYNCH2.U32[0],
r.SYNCH2.U32[1]);
std::fprintf(fp.get(), "SYNCV VBP=%u VBPE=%u VDP=%u VFP=%u VFPE=%u VS=%u\n",
r.SYNCV.VBP,
r.SYNCV.VBPE,
r.SYNCV.VDP,
r.SYNCV.VFP,
r.SYNCV.VFPE,
r.SYNCV.VS);
std::fprintf(fp.get(), "CSR %08x_%08x\n",
r.CSR.U32[0],
r.CSR.U32[1]);
std::fprintf(fp.get(), "BGCOLOR B=%u G=%u R=%u\n",
r.BGCOLOR.B,
r.BGCOLOR.G,
r.BGCOLOR.R);
std::fprintf(fp.get(), "EXTBUF BP=0x%x BW=%u FBIN=%u WFFMD=%u EMODA=%u EMODC=%u WDX=%u WDY=%u\n",
r.EXTBUF.EXBP, r.EXTBUF.EXBW, r.EXTBUF.FBIN, r.EXTBUF.WFFMD,
r.EXTBUF.EMODA, r.EXTBUF.EMODC, r.EXTBUF.WDX, r.EXTBUF.WDY);
std::fprintf(fp.get(), "EXTDATA SX=%u SY=%u SMPH=%u SMPV=%u WW=%u WH=%u\n",
r.EXTDATA.SX, r.EXTDATA.SY, r.EXTDATA.SMPH, r.EXTDATA.SMPV, r.EXTDATA.WW, r.EXTDATA.WH);
std::fprintf(fp.get(), "EXTWRITE EN=%u\n", r.EXTWRITE.WRITE);
}